This is a fork of bbtarzan12's Unity-Procedural-Voxel-Terrain. I recently discovered this project and was amazed at the simplicity of the code and the quality of the results. I will be using this for my own projects, so I decided to fork it to try to make it even better.
Great read (use Google Translate) :
- https://bbtarzan12.github.io/Voxel-Part-1/ - Optimizing meshes in Voxel games like Minecraft
- https://bbtarzan12.github.io/Voxel-Part-2/ - Combining Greedy Meshing and Texture Atlas
- https://bbtarzan12.github.io/Voxel-Part-3/ - Adding Ambient Occlusion to a Minecraft-like Voxel Mesh
- Port to Unity 2021 LTS (2021.3.16f1)
- Port project to Universal Render Pipeline (URP)
- Visual glitch : Fix color banding (URP fixes this)
- Minor visual bug : Fix very bright/dark pixels far away. (Solution = 2x MSAA (Enable Post processing))
- Minor visual bug : Slight mipmap bug on close texture, circle around player (URP fixes this)
- Minor visual bug : Two meshes textures side by side will have slight problem in seam (URP fixes this)
- Minor gameplay bug : Fix player hitbox too small, allowing the player to see through walls when close. (Fix : 0.01 Camera near plane clipping)
- Remove unused code (WIP)
- Major optimization : Chunks are never unloaded, add dynamic unloading of chunks.
- Minor gameplay bug : Destroy block under player = fall out of world
- Minor gameplay bug : Place block under player = blocked
- Add voxel nature and vegetation (rocks, grass, trees)
- Add water shader for ocean and rivers
- Add volumetric lights, post fx, fog
- Add custom meshes (stairs, doors)
- Add import minecraft world files functionality
- Add Crouching to Character
- Port Player Movement to Input System
Procedural Voxel Terrain Project
This project is licensed under the MIT License - see the LICENSE file for details